Reading a player card
Five characteristics, a list of skills and a price. Here is what each part tells you.
MA · Movement Allowance The number of squares the player may move when activated. Extra squares need a Rush roll.
ST · Strength Compared with the opponent's Strength (plus assists) to decide how many block dice are rolled and who picks the result. Higher is better.
AG · Agility The D6 target for dodging, picking up, catching, leaping and similar tests. Lower is better.
PA · Passing Ability The D6 target for throwing the ball (or a team-mate). Lower is better. A dash means the player cannot attempt it.
AV · Armour Value When the player is knocked down the opposing coach rolls 2D6. A total equal to or above this breaks the armour and an injury roll follows. Higher is better.
GP The player's current value in gold pieces. It rises with every advancement.